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ethicalinfant

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  1. wow, well, I typed out a big long response and then the forum ate it :( I will take a look at the mesh variations today but I can't load the game to see if any changes take place until I'm home from work later. I really appreciate all of the information! I wish I hadn't come to the modding game so late for Inquisition. I feel like I missed the wave and now I'm just hunting through forums to piece together what people discovered. One of my other standing projects is the removal of flair from the armor in game, and I've run in to all kinds of trouble with it. At this point, I think the mod maker is bugging out and not loading my mesh, because it says it imports but the preview doesn't show any changes. I found a thread on the mod maker forums where someone got that edited mesh to load in game, so it must be possible, but I'll be damned if I know how he did it.
  2. thank you for your response! While I was waiting to hear back, I did some testing and discovered some of this, but it's really nice to have information to fill in the gaps. It's weird, though, because those npc outfits that you call for him in the unequipped appearance mod are actually present in haven, so it doesn't make sense to me why they would not work. I will continue to play with it, though. Also, don't the party members have bundled hashes for their formal outfits? I was under the impression that you could swap out those hashes for other equippables and have them wear whatever, but I guess I will have to play with that as well.
  3. I will try that. I tried swapping out a few numbers in the mesh appearance but I'm not able to fire up the game where I'm at right now and test it.
  4. Too much work :laugh: No I haven't gotten around to it, everytime I start reading up on namehashes and scrolling through all that raw data I get really tired, my brain is not really geared for it these days :blush: There are also way to many parts that would need to be edited if you have to do it manually :confused: I'm not talking about modding everyone that way, which would indeed be a lot of work -- as someone who re-tinted the entire Inquisition martial forces uniforms, I know -- just a test to see if it works using this method. Swapping out the Guids for the mesh set on the spawn template isn't much work at all. The fact that you can click on links in the asset preview window and go directly to another thing is what is the most helpful. 1 Open DA3//NPCs//Human//npc_t_hm_soldier_inquisition_light in the Mod Maker. 2 Export the ebx. 3 In the asset preview window, scroll down to AppearanceMeshSet and click on the blue link to open that mesh set. 4 Make sure "show Guids as string (inverted)" is checked at the bottom of the asset preview window. 5 Use the Guids of the uni_hm_inquisitor_lgt01a_mesh_set to find that entry in hexedit. You can just copy the entire line and search for that entire string of hex values. 6 Go to da3/factions/inquisition/appearances/uni_hm_inquisitor/models to find something to replace it with. In this case, I'll just use the heavy variant. 7 Open uni_hm_inquisitor_hvy01a_model_mesh. 8 Use the Guids on that and replace the ones for the previous entry in hexedit. 9 Save the ebx. Import. You're done. You don't have to do anything with name hashes or anything like it. It's simply a matter of swapping out the Guids of one item with another. The Mod Maker is a pain for many tasks, but this is one that's relatively simple. It works with changing weapon models, switching out store inventories, and all sorts of things. Now, whether this actually works to show in the actual game (due to bundle load limitations) I have no idea. nightscrawl! I saw your inquisition armor tint the other day and I'm really curious about what you discovered on your journey. For instance, do you think it's possible to put the inquisitor in an npc uniform? Someone made a Blackwall mod that puts him in an npc outfit, which makes me think it must be possible somehow, but I'm just not sure how to attack it. I know how to swap out the item part appearances in frosty, and I know about copy/pasting the bundled hashes between appearances, but the spawned armor seems to work differently.
  5. ok, I'm new to this so you'll have to forgive me. I can not figure this out for the life of me. I'm trying to make a cutscene with a custom sound file. I've got the cutscene bit all figured out, but I can't see my audio file in the sounds list. I have it in mp3 and wav. I converted it over to the 24khz mono or whatever - I closed that web tab a few moments ago in a rage so I don't have the numbers on hand. I've followed every tutorial I can find. I have taken the wav in to FMOD and tried to export, but I end up with a x_bank00.fsb and a x.fev file, and they never register in the toolset when I place them in the override folder. what am I doing wrong here? This may be a bit too broad a question, but I thought this would be simple and it's driving me insane. >.< Halp!
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